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  1. - Top - End - #451
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    MindFlayer

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    Default Re: [3.5/E6] Rizban's E6 Compendium

    So let me just see if I have this straight. If I want to make a Spellblade, with the Red Mage archetype, at level one, I'd be decent a combat and I'd have a single spell chosen from any of the Red Mage's 0th or 1st level spells, that I can cast at will? Its basically a warrior + single spell at that point. It seems to be not so great.

    I think it might be more balanced to give the spellblade one or two 0th level spells that doesn't count against their spells known list. What do you think?

    the rest of this e6 edition is pretty awesome. Question: The feat list is small: does that imply that standard 3.5 feats are available to be taken, so long as they don't have class-specific prerequisites?

  2. - Top - End - #452
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Quote Originally Posted by Rezby View Post
    So let me just see if I have this straight. If I want to make a Spellblade, with the Red Mage archetype, at level one, I'd be decent a combat and I'd have a single spell chosen from any of the Red Mage's 0th or 1st level spells, that I can cast at will? Its basically a warrior + single spell at that point. It seems to be not so great.

    I think it might be more balanced to give the spellblade one or two 0th level spells that doesn't count against their spells known list. What do you think?
    It also gets the energy orb spell, as all red mages do, giving it two spells and an eldritch blast. Considering that they can be cast all day long. I'd say that's plenty strong for first level.

    the rest of this e6 edition is pretty awesome. Question: The feat list is small: does that imply that standard 3.5 feats are available to be taken, so long as they don't have class-specific prerequisites?
    Thanks!

    Yeah, it's using SRD feats for now, but I'm working on the feats for it. If there's a Fighter requirement, substitute any Combat class for Fighter, at least until I get the feats reworked.
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  3. - Top - End - #453
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    On the Spellblade Red Mage, what about granting it the 3rd-level spell Orb of Energy at 6th level instead of not at all?
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  4. - Top - End - #454
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Changelog
    • Class: Acrobat Clarification on Distracting Flank ability.
    • Class: Magus
      • Number of cantrips per day increased by 1 starting from 3rd level
      • One additional 1st-level spell per day at level 6.
      • Eclectic Study ability updated to allow selection of domain spells.
    • Class: Spellblade
      • Spells with duration now add duration to refresh time.
      • Specified how to handle using Spell Conduit with spells granting multiple attacks.
      • Clarification on Surging Conduit ability.
      • Eldritch Power ability increased from +4 to +5.


    • Archetype: Huntsman added!
    • Archetype: Hoplite Deflecting Shield ability increased to 30%.
    • Archetype: Priest Spell list now references Priest having divine domain access.
    • Archetype: Templar
      • Fixed typos.
      • Channeling (Smite) Added additional +1 to attack in some circumstances.
      • Channeling (Invigorating Touch) Modified to be usable as a swift action.
      • Channeling (Restorative Touch) Modified to only be usable on others.
      • Courageous and Righteous Resolve abilities combined into Courageous Resolve ability.
      • Self Sacrifice ability added.
      • Brutal Smite ability clarification.


    • Background: Removed Animal Friend

    • Feats: Added Extra Knack and Knack Generalist feats.
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  5. - Top - End - #455
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Noticed missing Domain spells/powers, so I found/made some!

    Death
    Death 2: Ghoul Touch (SRD): Paralyze living humanoid for 1d6+2 rounds with a touch, sickens those within 10 feet.
    Death 3: Vampiric Touch (SRD): Drain 1d6 per two levels with a touch.

    Chaos
    Chaos 1: Anarchic Water (SpC): As Bless Water, but Chaotic.
    Chaos 2: Soul of Anarchy (DM): +5 to escape artist and escaping grapples, weapons are Chaotic aligned. Grants DR 3 if combined with good or evil.

    Evil
    Evil 1: Curse Water (PHB): As Bless Water, but Evil.
    Evil 2: Soul of Shadow (DM): Take more damage from Inflict (or heal if undead), remove fatigue by dealing damage. Grants DR 3 if combined with law or chaos.
    Evil 2: Desecrate (SRD): Fills area with negative energy, making undead stronger.

    Good
    Good 1: Bless Water (SRD): Creates a pint of holy water.
    Good 2: Consecrate (SRD): Blesses an area with positive energy, making undead weaker.
    Good 2: Soul of Light (DM): Heal more with Cure, remove fatigue by healing. Grants DR 3 if combined with law or chaos.

    Law
    Law 1: Axiomatic Water (SpC): As Bless Water, but Lawful.
    Law 2: Soul of Order (DM): +2 to resist enchantment, weapons are Lawful aligned. Grants DR 3 if combined with good or evil.

    Creeping Ooze
    Ability 1 (Homebrew): You are unaffected by any difficult terrain that is slippery, muddy, slimy, or similarly difficult to walk on.
    Ability 2 (SC Slime Domain): Rebuke or command oozes as an evil cleric rebukes or commands undead. You can use this abilities a number of times per day equal to 3 + your Cha modifier.

    2 - Soften Earth or Stone (SRD): Turns stone to clay or dirt to sand or mud.
    2 - Meld into Stone (SRD): You and your gear merge with stone.
    3 - Transmute Rock to Mud, Lesser (Homebrew): Transmute a 1 foot cube per level.
    3 - Caustic Mire (CM): Creates difficult terrain, deals 1d6 per square moved and produces flammable gas.

    Lesser Transmute Rock to Mud
    Level: Green Mage 3, Creeping Ooze 3
    Range: Close (25 ft. + 5 ft./2 levels)
    Area: Up to a 1-ft. cube/level (S)

    As Transmute Rock to Mud, except as noted here.

    Crushing Waves
    Ability 1 (Homebrew): You are no longer damaged by pressure underwater. (I can just visualize someone of this domain, walking in an underwater trench... Water Breathing is 2 hours/level so it's semi feasible too)

    1 - Bo of Water (OA): Staff deals 1d8+CL/2, is considered magic.
    2 - Pressure Sphere (SW): Deal 4d6 under water from crushing pressures.
    3 - Wall of Water (Sa): Conjure walls of water
    3 - Rushing Waters (SpC): Wave Bull Rushes with +15 to the roll.

    Destroying Flame
    Ability 1 (Homebrew): Gain resistance to fire 5. Once per day, you may triple that resistance for 1 minute, and spontaneously burst into flames. This deals 2d6 to all within 5 feet for the duration of the fire resistance.

    1 - Burning Hands (PHB): Deal 1d4/level to a 15 foot cone.
    1 - Blades of Fire (SpC): Deal +1d8 fire damage with weapons.
    2 - Fatal Flame (CS): When creature dies, explode, dealing 2 damage/HD or CL to adjacent.
    2 - Flame Blade (SRD): Blade of fire makes touch attacks for 1d8+CL/2 damage.
    3 - Darkfire (SpC): Fire deals 1d6/2 levels, and can be thrown.
    3 - Explosive Cascade (SpC): 1 square/level in a path deals 1d6/level, lights up area.

    Earth's Embrace
    Ability 1 (Homebrew): Gain damage reduction equal to your hit dice.
    Ability 2 (Edit): Gain acid and sonic resistance equal to twice class level.

    1 - Earth Healing (Homebrew): Sink into the ground, healing three times as much from sleep.
    2 - Battlefield Fortification (HB): Create a shallow trench.
    2 - Earth Healing, Mass Lesser (Homebrew): You and others sink into the ground, healing two times as much from sleep.

    Earth Healing
    Transmutation
    Level: Green Mage 1, Earth's Embrace 1
    Components: V, S
    Casting Time: 10 minutes
    Range: Touch
    Target: One willing creature
    Duration: 8 hours/level (D)
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes

    Your target sinks into the ground (any unworked stone or soil), and the earth protects and heals them. For the duration of the spell, the target is held 10 feet underground. They can breath normally and do not require food or water, and immediately fall asleep. While asleep, they heal three times as much as normal. If the stone or earth above them is dug away, the spell ends immediately.

    Earth Healing, Mass Lesser
    Level: Green Mage 2, Earth's Embrace 2
    Target: Up to one willing creature per level
    Duration: 2 hours/level (D)

    As Earth Healing, except as noted.

    Earth's Fury
    Ability 1 (Homebrew): Once per day, any metal or stone equipment you are wielding immediately heats up as if in the third round Heat Metal. You are unaffected, but any creature who attacks you with a natural weapon (if wearing metal armor) or any creature you hit (if using a metal weapon) takes 2d4 fire damage. This effect lasts for 1 minute.

    Abbreviated version: Once per day, you may heat any metal or stone equipment you wield as if casting Heat Metal, but only dealing damage to others who touch the metal.

    Ability 2 (Homebrew): You may heat up one 5 foot square of stone per level each day. If a creature steps on said square within one minute, it shatters, dealing 2d6 piercing, slashing and fire damage to the creature and making that square take twice as long to move through.

    1 - Earth Shard (Homebrew): 1 shard/level of rock deals 1d6+1 damage.
    1 - Lava Slash (Homebrew): Nearby enemies must make balance check or fall down.
    2 - Lava Missile (SK): 1+CL/2 missiles deal 1d4 fire damage and set fires.
    3 - Earthbolt (OA): Deals 1d6/level to a line extending to close range.

    Earth Shard
    Conjuration (Creation) [Earth]
    Level: Green Mage 1, Earth's Fury 1
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One or more creatures
    Duration: Instantaneous
    Saving Throw: No
    Spell Resistance: No

    With a wave of your hand, you fling several razor-sharp shards or stone at your opponents. You may create up to one shard per caster level (maximum 5). Each turn, you may fling one as a free action, or all of them as a standard action. Each attack is considered attacking with a +1 ranged weapon you are proficient in.

    Material Component: A shard of rock. If you are near solid stone, you may remove a shard of rock from there instead.

    Lava Slash
    Conjuration (Creation) [Earth, Fire]
    Level: Green Mage 1, Earth's Fury 1
    Components: V, S
    Casting Time: 1 standard action
    Effect: 15 foot line of lava
    Duration: 1 round/level, see text
    Saving Throw: Reflex Half
    Spell Resistance: No

    As you finish the incantation, lava begins forming around your fists. You swing your hands downwards, and it extends to form a 15 foot line of lava, whipping into your opponents. The lava immediately deals 1d4/level (up to 5d4) damage to those in the area. For 1 round/level, the lava continues to burn, dealing 1 damage per round.

    That's it for now, but I might fill the rest of them later.
    Last edited by r2d2go; 2014-02-10 at 12:32 PM.

  6. - Top - End - #456
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Quote Originally Posted by Rizban View Post
    How about "dispelled, dismissed, or otherwise ends normally"?
    Pulled over here because we were kind clogging the thread.

    Why not just say "when the spell ends"? Adding unneeded complexity seems like asking for trouble.

  7. - Top - End - #457
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Part 2:

    Furious Storm

    Ability 1 (SC Storm Domain edit): You gain resistance to electricity equal to two times your class level.

    Light of Life

    Ability 1 (ECS Life Domain): Once per day, you can grant 1d6 temporary hit points +1 per cleric level to a creature you touch. These temporary hit points last for a maximum of 1 hour/level.

    1 - Light of Lunia (PlH): You glow with light, and can fire up to two light rays.
    2 - Light of Venia (PlH): As Light of Lunia, but 3d6 vrs evil outsiders and can heal for 3d6.
    2 - Dawn Burst (CM): Deals 1d6+CL to undead, dazzles others.

    Living Waters

    Ability 1 (Homebrew): You can breath water, as if under a continuous Water Breathing effect.

    1 - Wave Blessing (SW): Creatures cannot fail swim checks.
    2 - Animate Water (CAr): Animate up to a 5 foot cube of water into double hit point animated object(s).
    3 - Water Healing (Homebrew): Turn water into healing potion.

    Water Healing
    Transmutation
    Level: Green Mage 3, Living Waters 3
    Components: V, S, DF
    Casting time: 1 standard action
    Range: Touch
    Targets: 4 fl oz (half cup) of water touched
    Duration: One day/level
    Saving Throw: None
    Spell Resistance: Yes

    Casting Water Healing upon half a cup of water instantly turns it into 4 doses of healing potion. Each ounce of this potion provides nourishment as if it were a normal meal for a Medium creature, and cures 1d8 points of damage when drunk.

    Raging Inferno

    Ability 1: You may use the Greater Drought ability of a Walker in the Wastes once per day, for one round per level.

    Ability 2: Any spell you cast that deals Fire or Desiccation damage gets +1 damage per die.

    3 - Raise Temperature (Homebrew, FB edit): Increase the heat of the area around you.

    Raise Temperature
    Transmutation [Fire]
    Level: Green Mage 3, Raging Inferno 3
    Components: V, S, M
    Casting Time: 1 round
    Range: 20 ft./level
    Area: 20 cu. ft./level emanation, centered on you
    Duration: 1 hour/level
    Saving Throw: None
    Spell Resistance: No

    You imbue an area with fire energy, reducing or raising the temperature by two temperature bands or to Severe Heat.
    Effects of the new temperature on creatures and the environment are incurred immediately. (see Heat Dangers, Sandstorm page 12)
    Arcane Material Component: A drop of mercury.

    Shattered Stone

    1 - Earth Shard (Homebrew, see previous post) - 1 shard/level of rock deals 1d6+1 damage.
    1 - Local Tremor (RotD) - Knock people down with tiny earthquakes.

    And that's it! I might add more just in case some (or all ) of these are deemed unworthy, but that's pretty much every missing slot.

  8. - Top - End - #458
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Quote Originally Posted by r2d2go View Post
    Noticed missing Domain spells/powers, so I found/made some!

    [snip]
    Quote Originally Posted by r2d2go View Post
    Part 2:

    [snip]
    Thanks for the input. Of note though, several spells you've suggested, such as bless water are already on the Priest's base spell list. I'll definitely look over your suggestions the next time I update the divine domains.

    Quote Originally Posted by jojolagger View Post
    Pulled over here because we were kind clogging the thread.

    Why not just say "when the spell ends"? Adding unneeded complexity seems like asking for trouble.
    I'm thinking about making it say "when the spell ends normally" and adding a caveat that having it dispelled does not reduce the refresh time.
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  9. - Top - End - #459
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Changelog
    • Class: Gladiator
      • Fixed typos.
      • Unorthodox Maneuvers edited for readability and clarity.
    • Class: Acrobat Acrobatic Leaping and Acrobatic Swinging edited for readability and clarity.
    • Class: Expert fixed some typos.
    • Class: Augur Changed table slightly
    • Class: Spellblade Edits to Spellcasting and Spell Conduit abilities.

    • Archetype: Assassin
      • Craft (poisonmaking) added to Archetype Skills
      • Poison Use moved to Lesser Power
      • Uncanny Dodge added to Moderate Power
      • Charming Killer capstone ability modified
      • Fixed typos
    • Archetype: Breathstealer
      • Reorganized and reworded slightly for clarity.
      • Powerful Grapple ability moved from Lesser Power to Moderate Power.
      • Constrict ability increased to 2x Strength.
      • Mighty Wrestling added to Lesser Power.
    • Archetype: Force Adept added!
    • Archetype: Green Mage
      • Woodland Stride ability moved to Lesser Power.
      • Whispers of the Wild ability moved to Moderate Power and changed from (Sp) to (Su).
      • Treant Sapling ability added to Greater Power.
    • Archetype: Huntsman Added missing tables.
    • Archetype: Red Mage
      • Added special exception for spellblades to the Orbs of Energy ability.
      • Added Blade Wind to the spell list.
      • Added Hurl Item to the spell list.
    • Archetype: Skirmisher
      • Nimble moved to Lesser Power
      • Fast Movement added to Moderate Power
      • Skirmish Sneak Attack ability edited slightly.


    • Spells: Swim Proper material component added.
    • Spells: Added several spells.
      • Blade Wind
      • Call Item
      • Force Gem
      • Force Knife
      • Hurl Item
      • Mage Hand, Greater
      • Magic Missile Swarm
      • Magic Missile, Greater


    • Added Chapter 7: Monsters!
    Last edited by Rizban; 2014-02-13 at 02:26 PM.
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  10. - Top - End - #460
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Glad to see you're back at it. I like the force adept, though I haven't had a chance to check the new spells yet.

  11. - Top - End - #461
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Quote Originally Posted by stack View Post
    Glad to see you're back at it. I like the force adept, though I haven't had a chance to check the new spells yet.
    Glad you like it.


    The more I look at the Troubadour, the less I like it. I mean, it does what I meant for it to do, but I just don't care for how it does it. If there are any ideas on improving it, I'd be glad to hear them!
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  12. - Top - End - #462
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    I agree the Troubatour lacks some sauce. It's like all the sauce must necessarily come from the archetypes.

    (btw, the Troubatour is really missing access to an archetype that grants him minor magic capabilities. Magical aptitude is fine, but there should be and option to be more like the original Bard)

    I like that the Troubatour is better than the bard in its role as party face and buffer. I'd happily play a troubatour - it's a simple class that represents exactly a certain kind of character I like playing. Maybe more auras could have the option to end abruptilly to grant a different effect, like the Distraction aura, or maybe he needs more active abilities like Fascinate.

    I don't have any great ideas right now, but here are some minor comments on the class:

    The definition of "social situations": does using a hurried Diplomacy check on the verge of starting a battle counts as a social situation or not? Did you let that ambiguous intentionally so DMs and players would fight over it? :)


    Repose aura: bad for exploration focused campaigns. Cripples many mechanics that use self-inflicted fatigue and exhaustion (like some Spell Point variants). If you're looking for a very strong effect against fatigue and exhaustion, I'd suggest +2*aura bonus or +3*aura bonus vs effects that would cause fatigue or exhaustion, and/or fatigue and exhaustion healing [aura bonus] times faster within the aura range. Personally I wouldn't allow it for the aforementioned reasons, but I like the idea.

    Auras that grant Fort, Ref and Will bonuses: granting bonuses to skills, initiative or damage reduction too was a great idea. Same goes for Vigor aura.

    Inspire competence/ability: they do the same thing, except Inspire Ability also allowes for ability checks. I don't understand why the note about changing the aura as an standard action, since that's how all auras are supposed to work.

    Quick thinking: why couldn't it be a straight Initiative bonus? How much difference would it do?

    Social graces: I like the flavor of abilities that only allow you the reroll in your next turn. But this way, it's an almost at-will luck reroll for Bluff and Diplomacy, which is a good thing in defining the Troubatour as the best party face among the classes.

    Magical aptitude: It's good as it is, but won't it escalate in any way? There you have 6-9 0-lvl spell slots per day that could be used to power other abilities, or to be combined with other abilites. What about casting as a swift action while performing (maybe, for balance reasons, it could disrupt the aura)? What about the save DC being based on Beguiling Influence rather than in spell level? Or Beguiling influence also adding new known cantrips, or being able to forget old cantrips and learn new ones? I'm not sure this class feature is still relevat at 6th level.
    bock!

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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Major update time!

    Changelog
    • General: Reworked to accommodate new table code.
    • General: Minor post shuffle.

    • Archetype: Assassin
      • Fixed several typos.
    • Archetype: Beastmaster
      • Added specific spell list.
      • Wild Whispers changed from (Ex) to (Su).
    • Archetype: Brute
      • Slight change to Indomitable ability.
    • Archetype: Duelist
      • Renamed Flyn's Offense to Agrippa's Offense.
      • Added Gladiator capstone.
    • Archetype: Force Adept
      • Minor formatting edits.
    • Archetype: Green Mage
      • Change to Spellblade capstone.
      • Remove Disease spell moved from 3rd to 2nd level.
      • Added the following spells: Jump, Speak with Animals, Beastly Power, Wild Insight.
      • Removed the following spells: Bear's Endurance, Bull's Strength, Cat's Grace, Owl's Wisdom, Reduce Animal, Soften Earth and Stone, Warp Wood, Greater Magic Fang.
    • Archetype: Hoplite
      • Shield Offensive modified in respect to how tower shields are handled.
      • Specified weapon damage for tower shields.
      • Clarification on Improved Shield Offensive.
      • Clarification on Brawler capstone.
      • Clarification on Gladiator capstone.
      • Slight change to Sentinel capstone.
    • Archetype: Huntsman
      • Added weapon proficiency.
      • Added Urban to list of Favored Environments.
    • Archetype: Priest
      • Clarification to Divine Domains ability.
      • Clarification to Divine Touch.
      • Added missing "bonus" to Church Authority. Changed bonus increase from 6th level to 5th level.
      • Clarification on Third Domain.
      • Clarification on Fourth Domain.
      • Added maximum bonus amount to Spellblade capstone.
      • Added "(good only)" and "(evil only)" to certain spells.
      • Added the following spells: Cure Minor Wounds, Neutralize Poison, Poison.
    • Archetype: Pugilist
      • Clarification on Penetrating Strike and Greater Penetrating Strike.
      • Removed Imbued Fist ability.
    • Archetype: Red Mage
      • Clarification on Orbs of Energy ability.
      • Clarification to Spellbattle.
      • Clarification to Magus capstone.
      • Added the following spells: Open/Close, Touch of Fatigue, Elemental Weapon
      • Removed the following spells: Obscuring Mist, Flame Arrow, Ice Storm, Greater Magic Weapon, Sleet Storm
    • Archetype: Skirmisher
      • Fixed minor typos.
    • Archetype: Template
      • Complete change to how a Templar's Channeling ability and motes function.
      • Minor edits to channeling abilities.
      • Self Sacrifice ability modified to accommodate new mote system.
    • Archetype: Trapsmith
      • Fixed minor typos.
      • Added the following spells: Detect Snares and Pits, Dispel Magic, Snare
      • Tactical Traps moved to their own section.
    Last edited by Rizban; 2014-04-01 at 11:43 PM.
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  14. - Top - End - #464
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Impressed with the overall changes. I specifically like the changes to spell lists. I think they make more sense overall.

    Btw, your table under the "feats" section which summarizes the new feats you've made hasn't been formatted yet.
    Quote Originally Posted by AlexanderML View Post
    get some of that excess AP you have before rollover used(spilled AP is worth feeling sad over).
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Quote Originally Posted by planswalker View Post
    Impressed with the overall changes. I specifically like the changes to spell lists. I think they make more sense overall.

    Btw, your table under the "feats" section which summarizes the new feats you've made hasn't been formatted yet.
    I believe that's because he needs to figure out how to recreate the column span he had in that table.
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    The spell lists have definitely been in "beta". Now that there's been some play testing, I've been able to refine them a little more. I do need to get some of the homebrew spells posted still.
    Quote Originally Posted by TheWombatOfDoom View Post
    I believe that's because he needs to figure out how to recreate the column span he had in that table.
    This. The system currently does not support spans. I'm trying to decide how to display that table and didn't have enough time last night to do that.
    Last edited by Rizban; 2014-04-02 at 08:20 AM.
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    ah, that makes sense.

    You know, I really like the look of the Huntsman and really want to make a skillful huntsman of some stripe sometime. Perhaps I'll try to talk my sister into co-dm'ing a game.
    Quote Originally Posted by AlexanderML View Post
    get some of that excess AP you have before rollover used(spilled AP is worth feeling sad over).
    Quote Originally Posted by Gabrosin View Post
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Quote Originally Posted by planswalker View Post
    ah, that makes sense.

    You know, I really like the look of the Huntsman and really want to make a skillful huntsman of some stripe sometime. Perhaps I'll try to talk my sister into co-dm'ing a game.
    I'm actually playing an Acrobat Huntsman in a game right now. It's really a neat little character. As long as I focus on positioning him to best help his allies, he's fun. The stacking Move Silently bonuses make him pretty sneaky, which really helps with the positioning. If I were to do it again though, I'd probably go with an Expert Huntsman.
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  19. - Top - End - #469
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    I'll have to give that a try, then.
    Quote Originally Posted by AlexanderML View Post
    get some of that excess AP you have before rollover used(spilled AP is worth feeling sad over).
    Quote Originally Posted by Gabrosin View Post
    Yurhzorg is a nuclear warhead disguised as a playable character
    Much thanks to Ceika for the poketar!

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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Hey Rizban! Bet you didn't expect me! Woo!

    You ever gunna get those Domains filled out? Great cosmology work on those, I just wish it was a bit more finished, on the mechanics side.


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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Quote Originally Posted by Lady Tialait View Post
    Hey Rizban! Bet you didn't expect me! Woo!

    You ever gunna get those Domains filled out? Great cosmology work on those, I just wish it was a bit more finished, on the mechanics side.
    Tia! Yep, that's actually my next goal. I've got another domain focused archetype in the works too, so it won't just be the priest using them.
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    You do realize your cosmology set up for your E6 requires me to write a full campaign setting...you have stolen my free time...this isn't the first time Rizban. I shall have my revenge!


    "I laugh at life, it's antics make for me a giddy game. Where only foolish fellows take themselves with solemn aim.

  23. - Top - End - #473
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Quote Originally Posted by Lady Tialait View Post
    You do realize your cosmology set up for your E6 requires me to write a full campaign setting...you have stolen my free time...this isn't the first time Rizban. I shall have my revenge!
    Mwa ha ha!

    Can I help?
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Reading back through the thread. Wow, did I write a lot of material! The old job got pretty slow, hence being the 'old' job. I'll chime in if I have any other ideas.

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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Quote Originally Posted by stack View Post
    Reading back through the thread. Wow, did I write a lot of material! The old job got pretty slow, hence being the 'old' job. I'll chime in if I have any other ideas.
    It was quite helpful. I'm going back through a lot of the submitted material from different people to see what and where I can incorporate much of it.
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    Default Re: [3.5/E6] Rizban's E6 Compendium (PEACH)

    We've got a minor update here.

    Changelog
    • Genereal: Updated tables throughout to incorporate the updated styling options of the new system.
    • Magic Classes: Re-added missing table information lost in the table transition.
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  27. - Top - End - #477
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Quote Originally Posted by Rizban View Post
    It was quite helpful. I'm going back through a lot of the submitted material from different people to see what and where I can incorporate much of it.
    I don't think you ever reviewed the Prosopon. Can't blame you, there was a lot there. Not really a core archetype, come to think of it. I really ought to go back and re-work it sometime.

  28. - Top - End - #478
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    I was originally going to run a generic classes e6 game, but when I saw this I decided to use it instead for my low magic e6 campaign.

    Still a little bit unsure about the balance, it seems like noncombat classes could get oneshotted by a skirmishing/brute Brawler, and Sentinel hoplites look like they can become near impossible to hit without a 20 by anything except a Gladiator. The spellcaster and skilled archetypes also seem a bit anemic, are there any posted in the thread that are recommended balance wise?

    In particular as Iv made Npcs with this system, I find myself puzzling on what feats to put on them, this system is just so self contained that feats seem almost an after thought when making a character.

    Oh and one of my players wanted a background that gave Disguise and Bluff as class skils, so I came up with the Hunted (Wanted, Chased, Fugitive etc) background: Disguise and bluff becomes class skills, +2 bonus to both when hiding your identity.

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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Quote Originally Posted by Giddonihah View Post
    I was originally going to run a generic classes e6 game, but when I saw this I decided to use it instead for my low magic e6 campaign.

    Still a little bit unsure about the balance, it seems like noncombat classes could get oneshotted by a skirmishing/brute Brawler, and Sentinel hoplites look like they can become near impossible to hit without a 20 by anything except a Gladiator.
    Those things are somewhat intentional. If you specialize on one area, then you're the best in that area. The converse of that is that a Brawler really can't take much of a hit, and a Sentinel Hoplite is not going to be doing much offensively. A Sentinel isn't going to have very high touch AC, allowing special moves and such to still get through.

    Quote Originally Posted by Giddonihah View Post
    The spellcaster and skilled archetypes also seem a bit anemic, are there any posted in the thread that are recommended balance wise?
    The spellcasters are actually pretty decent based on real play. The spellblade is a bit strong and probably will be receiving some small nerfs the next time I post a revision. The skillful classes aren't terribly powerful in combat, but they're not really meant to be. They're meant to fill in the skill requirements of an adventuring party. If you don't have any skill challenges, then they're not going to feel useful.

    Quote Originally Posted by Giddonihah View Post
    In particular as Iv made Npcs with this system, I find myself puzzling on what feats to put on them, this system is just so self contained that feats seem almost an after thought when making a character.
    That's something I've also run into. I'm hoping to make some interesting feats that will work with this system. I've started trying to do some of that with the Combat Focus feats.

    Quote Originally Posted by Giddonihah View Post
    Oh and one of my players wanted a background that gave Disguise and Bluff as class skils, so I came up with the Hunted (Wanted, Chased, Fugitive etc) background: Disguise and bluff becomes class skills, +2 bonus to both when hiding your identity.
    I've pretty much ignored backgrounds. My balance point for them was to be the equivalent of about a feat and a half or a little better. That seems like a reasonable background to me.
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Trying again on domains, using mostly obscure spells. Will edit this as I figure more stuff out, I mostly just posted on my new E6 play by post and realized I might as well post here as well.

    Good:
    1st level - Ray of Hope (1 round/level Heroism, counters Sorrow, 1st level cleric/bard).
    Might be a little strong, but it is a 1st level good descriptor spell.
    2nd level - Angelskin (1 round/level DR 5/evil, 2nd level paladin)
    While paladin occasionally gets grossly underleveled spells, I don't think this is one of them. DR 5/evil, while good, isn't particularly OP for a 2nd level spell, especially at 1 round/level. I mentioned it in my first set.

    Evil:
    1st level -Sorrow (as Ray of Hope, but -3 to each)
    This is even stronger than Ray of Hope, but it's cleric 1/bard 1... maybe debuff it to -2?
    2nd level - Bunch of options here. Potential things from PHB:
    Death Knell
    Animate Dead
    Desecrate

    Things from other books:
    Sadism (+1 luck to rolls for each 10 damage dealt last round)
    Masochism (+1 luck to rolls for each 10 damage taken last round)
    Darkblast (Touch attack 1d8/2 levels, Fort or stun 1 round)
    Summon Undead II

    All Evil descriptor 2nd level spells. Death Knell is already in Death, but maybe reuse is okay? Eh.

    Death:
    2nd Level - Animate Dead, Summon Undead are both decent options.
    3rd Level - Summon Undead III, maybe Vecna's Malevolent Whisper (Reduces creature at 10 or less HP to -9 and stable. Might also be a candidate for 2nd level?), maybe Opalescent Glare (save or die, if save then fear for 2d10 rounds for evil creatures of less than 5 HD, save or Fear for 2d10 rounds if more than 5 HD or nonevil. Save or die is a bit questionable, but is pretty restricted and with a debuff it could work better. I thought it also represented the whole "Death doesn't mean evil" thing well)

    Chaos:
    1st level - without the water thing, no idea.
    2nd Level - Soul of Chaos is still an idea. Anarchic Storm is also decent (2d6/round to lawful, 5d6 vrs lawful outsider and a storm)

    Law:
    Same as Chaos.

    That's what I came up with for the true/pure stuff. I'll probably do the rest some time

    Also, I still think Spellblade (redmage) + metamagic is a little crazy. At 3rd level, you can get 1d3+5 as a swift action, 3 times an encounter, plus 10d6 damage to one or 10d4 to a 15 foot cone.
    Last edited by r2d2go; 2014-05-22 at 01:13 AM.

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